The following video and  slides illustrate our vision of Olympic Virtual Sport [also known as Athletic Virtual Sport]… for sport in the Metaverse. There are about twenty slides, but, as you can see, they are image-rich and NOT text-dense.

Just click on the first one and click through to the right. If you want, you can view them in full-screen mode by clicking on the small rectangle in the small control bar.

Below the slides, you’ll find an extended definition of Olympic Virtual Sport, which will mean even more when you have seen the video and slides.

ONWARD.

OLYMPIC VIRTUAL SPORT IS COMPETITIVE, ATHLETIC ACTIVITY IN THE METAVERSE.

That’s it.

But let’s have a closer look at that definition.

Competitive
As important as any movement may be, from exercise to dance, that movement must be competitive in order to be sport.

Athletic
Many activities are competitive, but they are not sport. Chess is competitive, and so is bridge. But neither is a sport.
Games played on a keyboard can be incredibly competitive and they may simulate athletic sports – like tennis or football – on their screens.
But they are not sports, as much as many of their proponents and fans wish they were.
Sport makes you sweat… not only from nervous tension, but from physical exertion.

Metaverse
Athletic Virtual Sport takes place in that real and virtual space called the Metaverse, with all the effort and limitations of the physical world, and all the fantastic possibility of the virtual one.

This is why Racket:Next is the ultimate athletic virtual sport.

It combines all of the physical moves of racquet sport in a virtual world where the racquet, the ball, and the “court” itself are completely magical… impossible to exist “in real life.”

And it can all happen HERE:


The Racket:Next Play Space, with all of its full body and leg movement, is entirely contained inside a three meter circle, like this player:

Now… imagine trying to play badminton or tennis or racquetball or squash in that same living room space…

It just might look something like this:

This is why we insist that our Athletic Virtual Sport be playable in “Room Space,” somewhere in the average home.

We also insist – for the sake of mass adoption – that the COST of our Real Virtual Sport fits somewhere in the average wallet or pocketbook.

Say… less than US$500 for EVERYTHING that it takes to play and compete.

Because we want EVERYONE to have a chance to play an ATHLETIC sport in the Metaverse… where the future waits.